One Piece D&D Module

Devil Fruit Class, Items, Feats, and Bestiary
By Tony Corbo

One Piece Homebrew 5.2.2 (Egghead)

Arittakeno yume wo kaki atsume! Welcome to the grand and free world of One Piece D&D. This is a beta of how to Play D&D inspired by Rustages Campaign on youtube. If you do not know, One Piece is the epic shounen created by Echiro Oda and has been running for over 20 years. I will be open to suggestions and tweaks as this develops but enough about me.

Tribes of the World

To start off there are many kinds of people in this grand world and here are some of the D&D equivalents. Some of these are stretches and will probably be changed in the next version. Here are the One Piece "Tribes". Use the official material for the corresponding races. in future versions I may add more Howbrewed from scratch.

  • Buccaneers (Goliath)
  • Centaurs made by Trafalgar Law or SMILE (Centaur)
  • Cyborg (Warforged, Autognome)
  • Fishman (Simic Hybrid, Locathah, Grung, Sea Elf)
  • Gifters (See table in Items Section)
  • Human
  • Long Limb Tribe (Bugbear)
  • Lunarian Tribe (Fire Genasi)
  • Mermaid (Triton)
  • Mink Tribe (Leonin, Tabaxi, Loxodon, Minotaur, Harengon, Shifter, Saytyr, Giff, Hadozee)
  • Tontatta (Forest Gnomes, Lightfoot Halfling)
  • Zombies from Thiller Bark (Reborn)

Classes of the World

Here are the Classes that I have found to be acceptable as there is not magic in the One Piece world per se but I am open to criticism on these as well. I was very on the fence about Bard and Ranger but decided not to... for now.

  • Artificer: All Subclases
  • Barbarian: Zealot, Totem, Berserk
  • Fighter: Champion, Battlemaster, Cavalier, Samurai
  • Monk: Open Hand, Shadow, Kensei, Astral Self, Mercy, Rokushiki, Fishman (as seen below)
  • Rouge: Inquisitive, Scout, Mastermind, Swashbuckler
  • Ranger: Beast Master, Drakewarden, Swarmkeeper

Devil Fruit Class

This class is obtained by finding and eating the Devil Fruit item. This class is meant to be a secondary class as one gains first level instantly without any training. Like in One Piece you never know what you'll get.

This is why there are No Proficiencies outside of your Starting Equipment. Although rare, it is not unheard of that a child gets to a fruit and starts with this class... like a certain straw hatted child.

Upon Eating the fruit you automatically gain level one in the class and roll a d20 to determine the Type and a d10 for the power (see table).

Hit Dice

  • Hit Dice: 1d10 per Devil Fruit level.
  • Hit Points at 1st level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Devil Fruit level after 1st

  • Saving Throws: Constitution and Wisdom.

  • Weakness: Your character can't swim no matter what. If your character can breath underwater then they are considered paralyzed. You are also vulnerable to Sea Prism Stone.

Starting Equipment

You are Proficient in any of your starting equipment and Simple Weapons.

a) Your choice of 2 Simple Weapons.

a) Your choice of Artisan Tools

a) Dungeoneer's Pack. b) Explorer's pack.

Spellcasting Ability

Wisdom is your Spellcasting Ability.

Note: For many Tiers you gain spells. All spells contained in a Tier will share a limit of usage bound to that Tier. The Spool Paramecia, for example, learns Web and Rope Trick at Tier 2. A level 10 character can cast a combination of those 2 spells 10 times i.e. 7 Webs and 3 Rope Tricks. Also spells cannot be cast at a higher level.

  • Spell save DC = 8 + Proficiency Bonus + Wis Modifier

  • Spell Attack modifier = Proficiency Bonus + Wis Modifier

Devil Fruit Class Table
Level Proficiency Bonus Features
1st +2 Devil Fruit Type, First Tier
2nd +2 Devil Fruit Stamina
3rd +2 Second Tier
4th +2 Ability Score Improvement
5th +3 ---
6th +3 Third Tier
7th +3 Haki Choice (Armament or Observation)
8th +3 Ability Score Improvement
9th +4 ---
10th +4 Second Haki (Armament or Observation) or Improvement
11th +4 Conqueror's Haiki
12th +4 Ability Score Improvement
13th +5 Second Haki (Armament or Observation) or Improvement
14th +5 ---
15th +5 Awakening
16th +5 Ability Score Improvement
17th +6 Haki Improvement
18th +6 ---
19th +6 Ability Score Improvement
20th +6 Color of the King
Fruit Type
Roll Power
1 - 6 Paramecia
7 - 12 Zoan
13 - 18 Player's Choice Of Paramecia or Zoan
19 - 20 Logia


Paramecia Table
Roll Power
1 Tail
2 Fan
3 Spool
4 Bell
5 Pain
6 Sculpt
7 Double
8 Coal
9 Bone
10 Scythe
Zoan Table
Roll Animal
1 Capybara
2 Tardigrade
3 Mantis
4 Platypus
5 Pangolin
6 Germ
7 Ankylosaurus
8 Archaeopteryx
9 Chimera
10 Wyvern
Logia Table
Roll Element Weakness
1 Botanical Fire Damage
2 Flesh Normal Vulnerabilities
3 Night Bright Lights, Daytime, Lightning, and Radiant Damage
4 Metal Fire, Acid and Lightning Damage
5 Plasma Metal and Cold Damage
6 Blood Lightning, Cold and Fire Damage
7 Steam Lightning, and Cold Damage
8 Water Lightning, and Cold Damage
9 Radiation Force and Thunder Damage
10 Æther Natural Damage (Unarmed or Natural weapons such as claws or teeth.)

Paramecia

The power of paramecia is the most unpredictable of the Devil Fruit users. Their bodies become weaponized and the more creative and unique the user the more powerful the fruit. Some say these are the weakest of the fruit but sometimes things are more than meets the eye.

Tail

"Uh-oh!" You think to yourself as a strange bulging starts in your pants.

  • Tier 1: Prehensile, You have an extra limb in which you may use to hold and you can take the Use an Object action as a bonus action. You also gain Proficiency in Acrobatics.

  • Tier 2: Nekomata, You grow an additional tail and can cast the cantrip Fire Bolt and +1 Dexterity.

  • Tier 3: Tail Strike, Your tail can become a +2 weapon (Whip or Greatclub) that you are proficient in.

  • Awakening, Dragon Tale: You gain a flying speed equal to you walking speed and can cast Dragons Breath an amount of times per long rest as your level.

Fan

Your arms begin to get thinner and spread out like a bat.

  • Tier 1: Zephyr, You can cast the spells Gust of Wind, and Feather Fall an amount of times per long rest as your level.

  • Tier 2: Wings, Your character gains a flying speed equal to you walking speed.

  • Tier 3: Breeze, You can cast the spell Whirlwind an amount of times per long rest as your Proficiency Bonus.

  • Awakening, Weather God: As an Action, you can cast the spell Control Weather 3 times every long rest.


Spool

Your arms, legs, and even chest feel strange as they become perfect cylinders and strings emerge from them.

  • Tier 1: Thread, You can cast the spell Entangle an amount of times per long rest as your level. You can also supply 50 feet of string or rope per day.

  • Tier 2: Rope, You can cast the spells Web and Rope Trick an amount of times per long rest as your level.

  • Tier 3: Spool, You can cast the spell Seeming an amount of times per long rest as your level. You are immune to being restrained by ropes or chained up and attacked by whips as they are spooled up into your inventory.

  • Awakening, Wire Trap: Once a day as an Action you can create an area of 30 foot radius centered on you that is difficult terrain. You cannot move but can, as an action, make every enemy take a Dexterity saving throw or become restrained. This lasts up to 10 minutes.

Bell

You begin to feel a hollowness inside and your skin turns hard and metalic.

  • Tier 1: Bing, You can cast the cantrip Thunderclap and ritually cast Alarm.

  • Tier 2: Bang, You can cast Shatter and Thunderwave an amount of times per long rest as your level.

  • Tier 3: Bong, +2 to your AC. You can cast Healing Word an amount of times per long rest as your Proficiency Bonus.

  • Awakening, Notre Dame: As an Action, you can Deafen anyone within 30 feet with thunderous noise. twice a day. This effect lasts for 1 minute unless you end it early.

Pain

You feel the same but everyone around you begins to wince at the sight of you.

  • Tier 1: Headache, You learn the cantrip Mind Sliver.

  • Tier 2: Searing, You can cast the spells Ray of Enfeeblement and Heat Metal an amount of times per long rest as your level.

  • Tier 3: Overwhelming, You can cast the spell Synaptic Static an amount of times per long rest as your Proficiency Bonus.

  • Awakening, Unbearable: Three times per long rest you can, as an Action, make someone go prone to unbearable pain as long as you maintain concentration or until they are attacked by anyone else. This does 3d6 Psychic Damage every turn.

Sculpt

The Earth calls to you, becoming you to give it form and life.

  • Tier 1: Mold, You can cast the cantrips Mold Earth, and Mending. You can cast Maximillians Earthen Grasp an amount of times per long rest as your level.

  • Tier 2: Shift, You can cast the spells Erupting Earth and Wall of Earth an amount of times per long rest as your level.

  • Tier 3: Terracotta, You summon a stone soldier that is your minion (Use Demos Magen Stats). You can do this once a week and have an amount of soldiers equal to half your Proficiency Bonus round down. It takes its turn immediately after yours, and can move or use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action.

  • Awakening, Hill Giant: One of your soldiers can be a hill giant, but it takes two weeks to create. You can bypass this by merging two Golems. The Hill Giant counts as two of your Terracotta soldiers.

Double

Objects you touch begin to blur as if there is more than one there and at higher levels so do you.

  • Tier 1: Trouble, Duplicate an object you touch. You can only duplicate an item once and you cannot duplicate another duplicate.

  • Tier 2: Strike, Extra Attack.

  • Tier 3: Team, As an action you can create an Identical copy of yourself that has half your HP rounded up. You can use this once per day and only one can exist at a time. In combat they share your inititave and controlling them is a free action.

  • Awakening, Doppelganger: You can an amount of times per long rest as your Proficiency Bonus, use Trouble on a creature CR 4 or lower to fight for you. The Doppelganger lasts up to 1 hour unless you end it early.

Coal

Your skin starts to grow Stones from it with hidden power in each one.

  • Tier 1: Sparking, Your body can produce coal rocks. You know the cantrips Produce Flame and Magic Stone.

  • Tier 2: Burning, You can cast the spells Stoneskin and Scorching Ray an amount of times per long rest as your level.

  • Tier 3: Erupting , +2 AC and can cast the Spell Fireball an amount a day as your Proficiency Bonus.

  • Awakening, Volcano: Once a day, you can use an Action to create an area of 30 foot radius centered on you that is difficult terrain. You cannot move but, as an action, make every enemy make a Dexterity saving throw or take 3d10 Fire damage, half on a success. This effect lasts 1 minute unless you end it early.

Bone

You feel a sturdiness growing from the inside out until it's about to burst!

  • Tier 1: Armor, Your natural AC is 13 + your Dexterity modifier.

  • Tier 2: Weapons, You can use a bonus action to create Bone weapons or ammunition. They can be in the shape of any weapon and you are proficient in the weapon.

  • Tier 3: Barron, You can become monstrous for 1 minute. You have advantage on all meele attacks, and your natural armor increases to 15 + your Dexterity modifier. Use this feature an amount of times per long rest as your Proficiency Bonus.

  • Awakening, Boneyard: Once a day you can create an area of 30 foot radius centered on you that is difficult terrain. You cannot move but, as an action, make every enemy take a Dexterity saving throw or take 3d10 piercing damage, half on a success. This effect lasts 1 minute unless you end it early.

Scythe

You feel cold and merciless like you are a tool of death itself... and maybe you ARE.

  • Tier 1: Sickle, Your body Grows blades as a natural weapon that you are Proficiency with. Attacking with these weapons is 1d6+1 Slashing. You can also turn into a two handed +2 Sentient Weapon that All Players are proficient with. Its damage is 1d12+2 Slashing.

  • Tier 2: Harvest, When attacking you can roll to attack an adjacent enemy to the one you are attacking as a part of the same Action. Use the same Damage roll for both targets. Your natrual weapon sickle now does 1d8+2, and your Sentient Weapon form is now a +3 that does 2d12+3 Slashing.

  • Tier 3: Slasher, You can use an Attack centered on yourself and strike at all creatures within 5 feet of yourself. The damage is 1d10+ Proficiency Bonus Slashing. You can use this an amount of times per long rest as your Proficiency Bonus .

  • Awakening, Death Scythe: Your Natural Weapon Sickle now does 1d10+3. Your Sentient Weapon becomes a +3 and deals 3d12+3 Slashing and 2d10+3 necrotic. The Sentient Weapon's wielder can also use the Harvest and Slasher Features with the Sentient Weapons.

Zoan

With this power one can call upon the form of the rolled animal and gain their physical stats and abilities of each animal. Like Wild Shape You keep your Intelligence Wisdom and Charisma, but unlike Wild Shape your gear does not disappear and your animal form is wearing a morphed version of it. Your Animal Form Hit Points DO NOT reset when you transform back. As you ascend the Tier your fruits power leaks into your human form giving permanent buffs.

Capybara

An infectious warmness irradiates from you.

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Giant Rat stats.

  • Tier 2 Beast Attribute: You gain a +2 to Charisma (This cannot go above 20). You also gain Proficiency in Animal Handling and Persuasion.

  • Tier 3 Wereform: You can cast the spell Charm Person and Command with a DC of 15 an amount of times per long rest as your Proficiency Bonus.

  • Awakening: +2 Charisma. The DC for Command and Charm Person is 17. You can Cast Dominate Person an amount of times per long rest as your Proficiency Bonus.

Tardigrade

You begin to grow several stubby arms and legs and become bug-like but without the Chitin.

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Giant Centipede stats.

  • Tier 2 Beast Attribute: +1 Constitution (This cannot go above 20) and resist cold damage.

  • Tier 3 Wereform: Resist fire, cold and lightning damage.

  • Awakening: +1 Constitution and +1 Wisdom.

Mantis

Your arms grow long and bend in both directions.

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Chuul stats.

  • Tier 2 Beast Attribute: +1 Dexterity (This cannot go above 20) and proficiency in survival.

  • Tier 3 Wereform: You gain Proficiency in Perception and know the Zephyr Strike spell. You can cast an amount of times per long rest as your Proficiency Bonus.

  • Awakening: You can cast Steel Wind Strike an amount of times per long rest as your Proficiency Bonus.

Platypus

Doo-bee-doo-bee-doo-bah! Doo-bee-doo-bee-doo-bah!

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Giant Poisonous Snake stats.

  • Tier 2 Beast Attribute: +1 Dexterity (This cannot go above 20) and Proficiency in Medicine.

  • Tier 3 Wereform: Can use a bonus action to coat weapons in poison that does a d4 and a Constitution DC saving throw for being poisoned.

  • Awakening: +1 Dexterity and +1 Constitution.

Pangolin

You grow sharp scales, claws and... long tongue?

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Xorn stats. (You cannot use the bite attack)

  • Tier 2 Beast Attribute: +2 Constitution (This cannot go above 20) and the Mold Earth cantrip.

  • Tier 3 Wereform: Natural Armor of 16.

  • Awakening: Natural armor is now 18 and gains a Prehensile tail. (see Tier 1 of the Tail Fruit).

Germ

Your now semi-translucent skin is soft but malleable.

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Grey Ooze stats.

  • Tier 2 Beast Attribute: You can cast Ray of sickness an amount of times per long rest as your level.

  • Tier 3 Wereform: You can cast Vampiric Touch and Blight an amount of times per long rest as your Proficiency Bonus.

  • Awakening: Resist Acid, Piercing and Bludgeoning Damage and are Amorphous.

Ankylosaurus

You become wide and armored like a living tank.

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Ankylosaurus stats.

  • Tier 2 Beast Attribute: While unarmored you have a Natural Armor of 15 (Do not apply Dexterity). You can use your tail as a +2 club.

  • Tier 3 Wereform: You can cast Destruction Wave an amount of times per long rest as your Proficiency Bonus. +2 Strength (This cannot go above 20).

  • Awakening: Your Natural Armor is now 18. You gain +2 Strength and +3 Constitution.

Archaeopteryx

Your wings are colorful and immaculate. Your claws are deadly and sharp. Truly an ancient dragon!

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Red Dragon Wyrmling stats.

  • Tier 2 Beast Attribute: +2 Dexterity (This cannot go above 20) and Claws that do 1d6 Slashing damage.

  • Tier 3 Wereform: You gain a flying speed equal to your walking speed and the spell Hunters Mark, you can cast this an amount of times as your level.

  • Awakening: +1 Dexterity and + 2 Constitution.

Chimera

Your body contorts in several ways at once that seems unnatural at first but you quickly come to terms with your new form.

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Giant Goat, Giant Poisonous Snake, or Lion stats.

  • Tier 2 Beast Attribute: +2 to Strength, Dexterity, or Constitution and as an action you can change which stats gets the buff as long as it doesn't go over 20.

  • Tier 3 Wereform: Learn the Acid Splash cantrip, have increased walking speed and jump by 10 feet and clawed hands that do 2d8 slashing damage.

  • Awakening: You can now have two of the following buffs instead one from Tier 2 . +2 to Strength, Dexterity, Constitution, or Wisdom. You can still change the buff from the list using an action. Your Beast form can now be a Chimera.


Wyvern

You feel more powerful than you have ever felt before!

  • Tier 1 Beast Form: As an Action you can turn your Animal Form and use a bonus action you can turn back. Use Wyvern stats.

  • Tier 2 Beast Attribute: +2 Strength (This cannot go above 20) and Natural Armor of 15 (Dexterity will not apply).

  • Tier 3 Wereform: You can cast Dragon's Breath an amount of times per long rest as your level and gain the a flying speed equal to your walking speed.

  • Awakening: Your Natural Armor is now 17 and gains +1 Dexterity.

Logia

Many pirates around the world fight for their lives in order to capture this fruits power. Without a doubt the most powerful type and to be both revered as well as feared obtaining this is the most surefire way to becoming a world renown adventurer. After consuming this fruit yoiu become immune to most types of damage and with training a force of nature yourself.

Botanical

You feel one with nature and all flora.

  • Tier 1: You instantly learn the Thorn Whip cantrip. Also you become vulnerable to Fire Damage.

  • Tier 2: Your Botanical prowers grow as you learn the spells Entangle, and Goodberry. These spells can be cast an amount of times per long rest as your level. Also your HP increases by 1d12 + your Constitution modifier.

  • Tier 3: At this level you can cast the spells Spike growth, and Plant Growth an amount of times per long rest as your Proficiency Bonus.

  • Awakening: You no longer are vulnerable to your specific weaknesses. You can cast Tree Stride and Plant Growth at will.

Flesh

You become aware of every cell in your body as they begin to bend to your will.

  • Tier 1: You can cast Cure Wounds an amount of times per long rest as your level. Your muscles also increase in size making your Unarmed Attack a d6 + Strength.

  • Tier 2: +2 Strength +1 Constitution (These cannot go above 20).

  • Tier 3: You can cast Black Tentacles as well as Enlarge or Reduce an amount of times per long rest as your Proficiency Bonus.

  • Awakening: Once a long rest you can cast Regenerate.

Metal

As your skin turns hard and gray you begin to think the metal taste in your mouth wasn't just the fruit.

  • Tier 1: Resistance to all types of damage except Fire, Acid and Lightning, and you are vulnerable to them. Your Unarmed Attack a 1d6 + Strength.

  • Tier 2: You can cast the spell Barkskin an amount per long rest as your level. You also gain +1 Constitution (This cannot go above 20).

  • Tier 3: You get a +2 to Strength (This cannot go above 20). Your Unarmed attack becomes a 1d10 + Strength.

  • Awakening: You no longer are vulnerable to your specific weaknesses. All allies within 30 feet gain +2 AC.

Night

Dark cosmic galaxies form in your eyes and spread, covering your body in beautiful celestial bodies.

  • Tier 1: Resist to all types of damage except Radiant, and Lightning. You are vulnerable to them. Also you gain Sunlight Sensitivity and Darkvision.
  • Tier 2: You can cast the spells Darkness, and Magic Weapon an amount of times per long rest as your level.

  • Tier 3: You can cast the spells Dream twice per long rest and Moon Beam, an amount per long rest as your level. You are immune to Bludgeoning, Slashing, and Piercing Damage at Night.

  • Awakening: You no longer are vulnerable to your specific weaknesses. Once a long rest you can turn a 500' area into night and make all other creatures in it blind. This lasts for 1 minute unless you end it early.

Plasma

Energy pours out from you! Somewhat like a mix of flames and lightning!

  • Tier 1: Resist to all types of damage that doesn't come from Metal weapons or Cold damage. You are vulnerable to them. You gain the cantrip Shocking Grasp

  • Tier 2: You can cast the spells Magic Weapon, and Heat Metal an amount per long rest as your level.

  • Tier 3: You can cast the spell Fireball equal to your proficiency bonus per long rest. You are immune to Bludgeoning, Slashing, and Piercing Damage.

  • Awakening: You no longer are vulnerable to your specific weaknesses. Once a day you can create an area of 30 foot radius centered on you that is difficult terrain. You cannot move but, as an action, make every enemy take a Dexterity saving throw or take 2d8 lightning damage, half on a success. This effect lasts 1 minute unless you end it early.

Blood

Your whole body feels warm and relaxed as you become a living sanguine fluid.

  • Tier 1: Resist to all types of damage except Fire, Cold and Lightning and you are vulnerable to them.

  • Tier 2: You can cast the spells Command, and Vampiric Touch an amount per long rest as your level.

  • Tier 3: You can cast the spell Dominate Person and equal to your Proficiency Bonus per long rest. You are immune to Bludgeoning, Slashing, and Piercing Damage.

  • Awakening: You no longer are vulnerable to your specific weaknesses. You can cast, once a day, both Dominate Monster and Dominate Person with Advantage.

Steam

You feel light as air but pressure begins to swell!

  • Tier 1: Resist to all types of damage except Lightning and Cold. You are vulnerable to it.

  • Tier 2: You can cast the spells Gust of Wind , Fog Cloud, and Wind Wall an amount per long rest as your level.

  • Tier 3: Your character can Cast the spell Whirlwind and Fly equal to your Proficiency Bonus per long rest. You are immune to Bludgeoning, Slashing, and Piercing Damage.

  • Awakening: You no longer are vulnerable to your specific weaknesses and can cast the spell Gaseous Form at will.

Water

An odd relaxation fills you as you begin to understand what it means to go with the flow.

  • Tier 1: Resist to all types of damage except Lightning and Cold. You are vulnerable to them.

  • Tier 2: You can cast the spells Tidal Wave, and Wall of Water an amount per long rest as your level. You are now Amorphous .

  • Tier 3: You gain all of the abilities as a Decanter of Endless Water. You are immune to Bludgeoning, Slashing, and Piercing Damage.

  • Awakening: You no longer are vulnerable to your specific weaknesses. You can transform the area around your water that is 10 feet deep. In this Area you are under the effect of the Walk on Water Spell.


Radiation

Your hate and anger builds up inside of you like a bomb.

  • Tier 1: Resist to all types of damage except Force, and Thunder. You are vulnerable to them. You gain the cantrip Sacred Flame.

  • Tier 2: You can cast the spells Branding Smite, and Sacred Flame an amount per long rest as your level.

  • Tier 3: You can cast the spell Sun Beam an amount per long rest as your level. You are immune to Bludgeoning, Slashing, and Piercing Damage.

  • Awakening: You no longer are vulnerable to your specific weaknesses. Once per long rest you can cast a fireball up to level 7.

Æther

You are one with all living things and understand what it means to truely be alive in this world.

  • Tier 1: Resist to all types of damage except Unarmed Attacks and Natural weapons such as biting, claws, or punching and you are vulnerable to it.

  • Tier 2: You can cast the spells Mass Healing Word, and Lesser Restoration an amount per long rest as your level.

  • Tier 3: You can cast the spell Life Transference an amount per long rest as your level. One per round gain 1d4 Hp. You are immune to Bludgeoning, Slashing, and Piercing Damage.

  • Awakening: You no longer are vulnerable to your specific weaknesses. You no longer age. Once a year you can cast True Restoration.

Devil Fruit Stamina

Your specialized power from your fruit has enhanced your fighting style. These skills can be pushed to the limit. You may not be a jack of all trades but you are a master of one!

At second level you gain a pool of stamina points equal to your level. Once a turn you may expend up to 2 points to add dice to damage rolls of the same size equal to the points spent similar to casting spells at higher levels. The amount you can spend a turn increases to 3 at level 7 and 4 at level 14. These points refresh after a short rest.

Haki

Observation

Gain Proficiency in Perception. If your character already has this then gain one skill of choice. As a reaction you can make any attack that targets you have Disadvantage as long as you aren't Restrained or Incapacitated. Use this feature three times per Combat.

Improvement After improved you can use the feature once every round. You gain Truesight and Proficiency in Insight, if you already have this choose another skill.

Armament

Using a reaction your character gains +3 AC and using a bonus action you can make an attack ignore any resistance or immunity. Use this three times per Combat.

Improvement After improved you can use the feature once every round. Your character now gains +5 AC when using this feature as a reaction.

Feat Down Below

Currently there is a Haki Feat in in the document below as to not lock these in abilities in this Class.


Conqueror's Haki

Your overwhelming power begins to clear away lesser obstacles and opponents.

Ay level 11 your character can take a point of exhaustion to make any and all enemys within 200 feet unconscious if they are level 4 or lower or have a CR 2 or lower.

Color of The King

Your Character is a true legend. You can gain 1 exhaustion to make any and all enemies within 300 feet unconscious if they are level 10 or lower or a CR of 8 or lower.

Monastic Tradition: Fishman Karate

Fish-Man Karate is mastery of the water in the user's direct vicinity. The sea itself is a Fish-Man Karate user's most effective and powerful weapon, and in addition to actual water, users of Fish-Man Karate can utilize the moisture in the air and even the water inside of people's bodies.

Ocean Movement

Training with fishmen starts with moving like the fishman wether its out or in the water.

When you choose this Tradition you gain both a swiming speed equal to your walking speed and the ability to hold your breath for 10 minutes. If you can already breath underwater due to your Race you may instead gain a resistance to cold damage.

Tide Breaker

Your training has shown results. Breaking more and more tiles has awakened the ability to treat the air like water as well. At level 3 you learn this new martial art.

Using a bonus action you can spend 1 Ki point to attack in a 10 foot cone. Use one roll for everyone in the cone and the damage is equal to your martial arts die.

You may spend additional ki points to add 5 feet per ki point spent.

Aqua Meditation

Meditating underwater has increased you connection.

When you reach level 6 gain the Water Whip feature from the Way of the Four Elements Monk. you can also cast the cantrip Shape Water.


Shark Shots

Water has become your ally in more ways than one. Using water as a weapon has its advantages even at a distance.

Beginning at level 11 your Unarmed Attacks have a reach of 30 feet and can deal Cold Damage instead of Bludgeoning.

Tsunami Brick Fist

Now that you are as swift as a coursing river and hit with the force of a great typhoon. Last thing to learn is to gather all of your strength into one overwhelming blow!

Once you reach level 17 you can use an action to spend 4 Ki points and make all enemies in a 50 foor cone make a Strenglth Saving throw or take 6d10 cold or bludgeoning damage (your choice) and half as much on a successful save.

Feat Down Below

This Subclass is also represented in as a feature in the ater part of this document.

Monastic Tradition:Rokushiki

Rokushiki is the main style of combat for the World Government's agents, in particular, CP9 and CP0. Rokushiki consists of six basic techniques and a secret seventh technique that only a true master of Rokushiki can achieve.

Shigan, Kami-e and Soru

Your training has strengthened your skills and stamina making you rise above all of your peers. Whatever they can do, you can do it better.

At level 3 your body begins to become more powerful faster and stronger than an ordinary man. You may now use Flurry of Blows, Patient Defense and Step of the Wind without expending ki points. Use this ability as many times as your Proficiency Bonus a Long Rest.

Geppo and Tekkai

Rokushiki has unlocked inhuman powers making your body go above and beyond. Geppo and Tekkai are techniques that allow you to move through the air and hardens your body to be as hard as steel

When you reach level 6 you can use a Bonus Action to gain a temporary flying speed equal to half your walking speed until the end of your turn. If you are still airborne at the end of your turn you may use a Reaction to spend a Ki point to stay aloft and continue the effect through your next turn. If you take damage or are incapacitated the effect is interrupted and you will fall.

Your Defense also increases using mind over matter skills. Using an Action you can lower your Speed by 30ft and gain +5 to Your AC until your next turn. You can increase the AC bonus by also expending Ki points to increase the bonus by 1 per ki point.


Rankyaku

Beginning at level 11 you learn Rankyaku. Rankyaku is a powerful projectile technique, in which the users start by kicking at very high speeds and strength, which results in a sharp compressed blade.

Both your Unarmed strikes and Fury of Blows now have a range of 30ft. Once per turn you can spend 2 ki points You can make a special finesse attack that you are proficient with. It has a range of 100ft and does 3d8+Dexterity Bonus Magical Slashing Damage in a line. This attack is a Dexterity save equal to their Ki save DC. On a pass they take half.

Rokougan

Once you reach level 17 you have officially mastered all 6 forms of Rokushiki and can use its ultimate move as a Result.

Using an action Rokougan targets one creature within 5ft and does 4d10 Force Damage. This is an automatic hit. The user also takes one level of Exhaustion. You can increase the number of d10s and Exhaustion Levels by adding increments of 2 Ki points.

Feat Down Below

Currently there is a Skywalk and Flying Slash Feat in in the document below as to not lock these in abilities in this Subclass

Artificer Specialist:Galley-La Company


These Shipwrights are battle ready and the best at what they do. If you need something built they are the ones to call, especially if it's a boat!

Tool Proficiency

3rd-level Alchemist feature

You gain proficiency with Carpenter's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Galley-La Spells

3rd-level Galley-La feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Galley-La Spells Table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. There is also a new spell included. Find Dinghy is listed below the Table.

Artificer Level Spells
3 Find Dinghy*, Shield
5 Arcane Lock, Shatter
9 Tiny hut, Wall of sand
13 Mordenkainen's Private Sanctum, Secret Chest
15 Passwall, Wall of Stone

Extra Attack

5th-level 5th-level Galley-La feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.


All Terrain

9th-level Galley-La feature

You can use your skills from creating boats to create many forms of architecture to clear obstacles or Terrain such as pit falls or rivers. This takes one minute.

As many times a long rest as your Proficiency Bonus. You can create

  • Bridge: You can create a bridge that has a total area of 400 square feet. The Bridge could be 20'x20' or 10'x40' for example

  • Stairs: You can Create a set of stairs that are 5' wide and go up to either a ledge or window. The bridge goes up one foot for every foot forward you build (Max 40').

  • Roadway: You can turn any difficult terrain into smooth paved ground. This is in a square area 20'x20'.

Master Builder

15th-level Galley-La feature

Masterworker you now have the ability to create anything out of any material. When you cast a conjuration spell the object created can be made out of things such as; Fire Water, Lightning, Ice, Gold or Diamond. In addition you no longer need any materials when casting a spell.

Find Dinghy

1st-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: S, M (Wood or Metal)
  • Duration: Indefinitely
  • Classes: Artificer, Ranger

You use lightning fast speed and agility to craft a small 5'x10' boat that can hold either 2 medium creatures, one large creature, or 4 small creatures. The boat has a speed equal to your walking speed on the surface of water.

Feats

Santoryu

Prerequisite: Level 6 + Two-Weapon Fighting style

You change the Light weapon limitation of your fighting style and Duel Wielding to non Two-Handed. You may use your mouth to wield an extra weapon. The weapon can't be two-handed or heavy. If your attacks hit with both weapons that are in your hands in a turn you may roll the damage dice for the mouth weapon and add that damage to the second hit.

Weather Sense

You are able to cast the Druidcraft cantrip but only the weather check ability.

You also gain Advantage of Dexterity checks on spells that do Cold, Lightning and Thunder Damage.

Animal Talk

Luckily for you all animals in this world speak a uniform language and by tapping into the primal verse. You are Always under the effect of Speak with Animals spell and can communicate with all beasts.

Flying Slash

Prerequisite: level 8

With intense training your weapons can extend their reach. Your weapons that normally have a 5ft. reach gain a reach of 30ft. Half the normal damage of this attack until level 10.

Sky Walk

Prerequisite: Either Dexterity 18 OR a walking speed greater than 40 AND level 8

Your character gains a flying speed equal to your walking speed. If your character is Restrained or Incapacitated you will begin to fall.


Pussyfoot Maneuver

Prerequisite: Dexterity 17

You chatcter can cast Misty Step an amount of times per long rest and you Dexterity modifier. When casting it with this feat it costs 25 feet of movement.

Haki Adept

Prerequisite level 8

You can obtain one type of Haki as a feat. At level twelve your Haki becomes improved or if you take this feet at a later level you can take the feature as Improved

Observation: You can make any attack have Disadvantage on you as long as you aren't Restrained or Incapacitated. Use this feature twice per Combat.

Improvement At Level 12 After improved you can use the feature once every round.

Armament Using a bonus action you can make an attack ignore any resistance or immunity. Use this two times per Combat.

Improvement At Level 12 After improved you can use the feature once every round.

Klabautermann Familiar

Prerequisite: own a Ship and level 6

Your Experience on the ship has bonded it to you and created a soul within it. You can cast the Find Familiar as a ritual spell but the Familiar cannot leave the ship.


Klabautermann Spirit

Small Constructs, Lawful Neutral


  • Armor Class 5
  • Hit Points 1 (1d12 + 3)
  • Speed 30ft., Fly 50ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (0) 8 (-1) 14 (+2) 16 (+3) 14 (+2)

  • Condition Immunities Stunned, Poisoned, and Sleep
  • Senses Passive Perception 13
  • Languages Common

Incorporeal Movement. The will-o'-wisp can move through objects as if they were difficult terrain.

Helping Hand. The Klabautermann Spirit will Cast Mending on any broken equipment throughout the night as well as help with menial chores.

Fishman Karate

Prerequisite: Level 6

You gain a pool of Ki Points equal to your Proficiency Bonus and gain the Water Whip feature from the Way of the Four Elements Monk.

Fox Fire Style

Your attacks ignore resistance on fire type elementals and can destroy Fire type obstacles such as Fire Wall. Your reaction can be used to half the Fire Damage of an Attack directed at you or a creature within 30 feet of you.

Mink Electro

Prerequisite: Mink Race

Minks can use their natural static as an attack. If you chose a mink race you may learn the cantrip Shocking Grasp.

Items

Devil Fruit

Legendary, Wondrous

This is a magic Item that grants the Devil Frits Class. One can use an Arcana or Perception check to try to determine the Fruits power. One one person in the world can have the same Devil Fruit at a time.

Mugiwara

Very Rare Hat

This hat is the symbol of a well known pirate that is sold on Fishman Island, Alabasta, Dressrosa, and Wano.

This Hat Gives +1 Charisma and advatage on asking people to join your crew.

art by https://www.deviantart.com/purrgir/art/Mugiwara-combined-Den-Den-Mushi-316559123

Den Den Mushi

Common, Wondrous

The telephones/radios of this world that can enable communication and, as well in some rarer cases, television.

Muggyball

Wonderous Object

This apple sized explosive has the Jolly Roger of the great captain Buggy on it. This Bomb can be thrown up to 60 feet and casts a 5th level Fireball centered where thrown.

Sea Prism Stone Weapons

Very Rare, +3 Weapon/Wondrous

These are treated as magic weapons that can be used to harm creatures with resistances and immunities. They are treated as +3 versions of whatever weapon they are. There are also shackles that can negate and pacify any Devil Fruit user. Both the weapons are wondrous and rare.

Log Pose

Uncommon, Wondrous

A compas like device that takes time to acclimate to the next nearest island. An Eternal Pose Will always point to the same island and not change.


Vivre Cards

Rare, Wondrous

Specialized cards that can be made to find a specific person but needs DNA of the person the card is bound to. The card will always tend towards the bound person and will reflect their life force.

Dance Powder

Rare, Wondrous

Ths powder when burned creates a sudden storm. Like the effects of the spell Control Weather. This effect will also cause the nearby area to go into a small drought if used to excessively

Zoan infused object

Wonderous Object/Weapon

Dr. Vegapunk has created a system to infuse everyday ordinary objects with the essence of an animal. This counts as a Sentient Weapon that can wild shape into a specific animal.

Dials

Very Rare, Wondrous

These shells that come from sky island can absorb and repel attacks specified things. Every Dial is different!

Using a reaction a Dial can absorb a specified Damage type. Once it has a charge the Dial can be used as a bonus action to make a melee or ranged attack of the damage.

Shooter Cloud Skates

Very Rare, Armor

+10 speed

These skates allow the wearer to always be under the effects of the spells Feather Fall. Also the wearer can skate on smoke or clouds

Sky Knight Whistle

Very Rare, Wondrous

Blowing this whistle can summon a sky knight to come to your aid for one combat. The knight appears in 1 round and the whistle disappears after use. Use the Star Lancer Stats.

Devil Fruit Encyclopedia

Very Rare

This is a book containing both images and descriptions of all the Devil Fruits. After reading this book you gain Advantage on all insight and investigation checks on a Devil Fruit user's abilities. This book also allows you to know what a Devil Fruit power will be before eating it.

Shadows

Very Rare, Wonderous Object

Shadows removed by those who have used the Kage Kage No Mi and have been placed into a zombie. These can temporarily be used to gain the abilities of the shadow for a short period of time. Once a day a shadow can be used for an hour and any player can make a DC 12 Slide of Hand Check to capture the shadow as it leaves the user's body. On a failure the shadow flies away to its original owner.

There are three Types of Shadow.

Pirates Shadow: For the duration, you gain Proficiency in firearms, Slide of hand, Sneak and Advantage on Dexterity Saving Throws.

Warriors Shadow: For the duration, you gain Proficiency in Shields, Intimidation, and +20 to your maximum Hit Points

Scientists Shadow: For the duration, you gain Proficiency in History, and Investigation. You can cast the spells Mending and Produce flame.

Kuja Snake Bow

Prerequisite Used by a woman. Rare Weapon wonderous

Snakes that are native to on Amazon Lilly, the Kuja Snake is an extremely loyal familiars/weapons. The snake is bonded to the owner and is worn like a bracelet, belt, or scarf. While worn you have advantage on perception checks.

When in battle the snake can turn into either a +1 bow. See stat block below for snake stats(Pg. 16).


Kabuto Slingshot

Rare, Weapon, +1,+2,+3 Sling

An Advanced form of slingshot that only the bravest of warriors can conquer

Damage: d8+1 Bludgeoning

Properties: Two handed, Loading, Ammunition, Range(80/150)

Pop Greens

Uncommon, Wondrous

These Special ammunition can be used as select spells from the Druid and Ranger list can be loaded in guns, bows, or slings. Onced used the item is consumed by the spell. Here is a table of some spells.

pop Green Table
Roll Spell
1 Goodberry
2 Ensnaring Strike
3 Entangle
4 Hail of Thorns
5 Spike Growth
6 Plant Growth
7 Sky Write
8 Wrath of Nature

Weather Rope

Very Rare, Wondrous

This rope was developed by wizard Scientist Wizards on Weatheria . They researched wind and rain patterns to develop this item.

This rope has 3 knots in it. As an action you can undo a knot. After the first knot is undone the spell Gust is cast. When the second knot is undone the spell Warding Wind is cast. Lastle undoing the third knot the spell Gust of Wind is cast. This item can be retied by a weather wizard

Bubble Coral

Uncommon, Wondrous

A Coral that secretes a soap like film that can be used to breath underwater. It has 6 charges and each can coat a person in an air bubble. It regains all charges after soaking in salt water for 8 hours.

Smile Fruit

Very Rare, Wondrous

This fruit looks similar to the Devil Fruit but has a much weaker effect. This fruit changes the race of the eater and they cannot eat another Devil Fruit or swim after eating this. There is even a chance it will not even work! Roll a d20 for your new race and view the table below.

Smile Table
Roll Race
1-3 Pleasure (no benefit)
4 Thri-kreen
5 Satyr
6 Shifter
7 Centaur
8 Leonin
9 Tabaxi
10 Loxodon
11 Minotaur
12 Harengon
13 Tortle
14 Giff
15 Simic Hybrid
16 Kenku
17 Owlfolk
18 Lizardfolk
19 Aarakockra
20 Yuan-Ti Pureblood

Raid Suit

Legendary, Armor

AC=15 + Dex modifier (max 2)
A special armor created specifically for battle. The armor can be adorned and doffed instantly as an action. The suit has the built in spell levitate and can cast it twice a day. Use the stats of Half Plate

Bug-Light Saber

Very Rare, Cursed, Weapon (Shortsword +3)

Vegapunk's patented Bug-Light Saber is a very effective weapon but in fact has a down side. The sword acts as a +3 Shortsword that does radiant damage instead of slashing.

The downside is that if this sword is used for three consecutive rounds, at the end of the third round, the cantrip Infestation is cast upon the wielder as if by a level 5 spellcaster. The DC for the spell is 16 and the spell is cast at the end of every turn until dropped.

Bestiary

Sea kings


Lord of the Coast

Large Monstrosity , Evil Neutral


  • Armor Class 14
  • Hit Points 50(8d10 + 5)
  • Speed 50ft.Swim

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 12 (+2) 6 (-2) 8 (-1) 8 (-1)

  • Passive Perception 5
  • Languages Primordial Aquan
  • Challenge 6

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 8 (2d6 + 2) Piercing.



Zebra Sea King

Gargantuan Beast, Neutral


  • Armor Class 14
  • Hit Points 500(4d100+75)
  • Speed 300ft. Swim

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 30 (+10) 6 (-2) 14 (+2) 12 (+1)

  • Condition Immunities Stunned, Paralyzed, Frightened, Grappled, Petrified
  • Senses passive Perception 12
  • Languages Primordial Aquan
  • Challenge 25

Wake Whenever the Seaking moves Each character makes a Dex save or is knocked prone and takes 5d10 cold damage (half on a successful save)


Bite Melee Weapon Attack: +14 to hit, reach 30 ft. Any creature in a 20ft radius Hit: 60 (6d12 +15) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) Bludgeoning damage at the start of each of the Sea King's turns.

If the Seaking takes 50 damage or more on a single turn from a creature inside it, the Sea King must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Sea King. If the Sea King dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.


Sea Cow

Huge Monstrosity, Lawful Evil


  • Armor Class 17
  • Hit Points 21(6d10 + 5)
  • Speed 30ft. Swim

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (0) 12 (+1) 6 (-2)

  • Senses passive Perception 13
  • Languages Primordial Aquan
  • Challenge 10

Actions

Bite. Mele Attack +6 to hit 13 (2d10+3) Piercing

Ram. Melee Attack +6 to hit 15 (3d8+3) Piercing



News Coo

Small Beast, Neutral


  • Armor Class 11
  • Hit Points 8 (d10+3)
  • Speed 5 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8(-1) 12 (+2) 10 (0) 12 (+1)

  • Condition Immunities swagged, weak-kneed
  • Senses passive Perception 12
  • Languages Understand Common (Cannot Speak)
  • Challenge 1/4

Actions

Worldly News. If paid 2 Gold they will produce a newspaper with the world's Current Events.


Kuja Snake

Small Beast, Lawful Good


  • Armor Class 13
  • Hit Points 10(2d8+2)
  • Speed 30 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (+0) 3 (-3) 10 (+0) 3 (-3) 17 (+4)

  • Senses passive Perception 10
  • Languages Primordial
  • Challenge 1/2

Bow Form Change to a +1 Bow that can be used by a humanoid.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 piercing damage, and the target must make a DC 15 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.


Lapahn

Large Beast, Neutral


  • Armor Class 11
  • Hit Points 135(18d8 + 55)
  • Speed 40ft. Burrow 10ft. in snow.

STR DEX CON INT WIS CHA
16 (+3) 11 (+1) 12(+1) 6 (-2) 18 (+4) 17 (+4)

  • Senses passive Perception 16
  • Languages Jive
  • Challenge 8 (3840 XP)

Rabbit Jump. Once per round on any player's turn the Lapan can leap 40ft. without provoking an attack of opportunity.

Actions

Multiattack. Lapahn can make 2 attacks with its claws every turn.

Claw Attack. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 10 (1d12 + 4)



Kung-Fu Dugong

*Small Beast, Lawful Neutral


  • Armor Class 17
  • Hit Points 20(2d12 + 4)
  • Speed 10ft. Swim Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (0) 20 (+5) 8 (-1) 12 (+1) 15 (+2)

  • Senses passive Perception 10
  • Languages Primordial
  • Challenge 1

Loyalty. If defeated in combat, the Dugong will become loyal to you as a sensei. (it cannot be out of water for more than an hour.)

Actions

Multiattack.

Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Dual Cobra Wristlock. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)


Southbird

Small Beast, Neutral Evil


  • Armor Class 11
  • Hit Points 8 (d10+3)
  • Speed 5 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8(-1) 12 (+2) 10 (0) 12 (+1)

  • Condition Immunities swagged, weak-kneed
  • Senses passive Perception 12
  • Languages Understand Common (Cannot Speak)
  • Challenge 1/4

Directional Point. This bird cannot face any other direction other than South. Doing so will be highly uncomfortable and go against their natural instincts. They can be used as a compass when normal compasses can't work.


Island Whale

Gargantuan Beast, Neutral Good


  • Armor Class 18
  • Hit Points 1000(30d20+300)
  • Swim Speed 60ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 26 (+8) 8 (-1) 12 (+1) 8 (-1)

  • Senses passive Perception 8
  • Languages Primordial
  • Challenge 11

Wake Whenever the Island Whale moves each character makes a Dex save or is knocked prone and takes 5d10 cold damage (half on a successful save)

Actions

Bite Melee Weapon Attack: +14 to hit, reach 30 ft. Any creature in a 20ft radius Hit: 60 (6d12 +15) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the whale, and it takes 21 (6d6) Acid damage at the start of each of the Island Whale's turns.

If the Island Whale takes 50 damage or more on a single turn from a creature inside it, the Island Whale must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Sea King. If the Island Whale dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.



Bananawani

Huge Beast, Lawful Evil


  • Armor Class 15
  • Hit Points 80 (10d10 + 30)
  • Speed 35ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 14 (+2) 7 (-3) 8 (-1) 6 (-4)

  • Senses Passive Perception 12
  • Languages Primordial
  • Challenge 12 (5126 XP)

Hold Breath. The crocodile can hold its breath for 15 minutes.

Actions

Bite Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 18 (2d12 + 6) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.


Balloon Octopus

Small Beast, Neutral Good


  • Armor Class 6
  • Hit Points 14(3d8 +2)
  • Swim Speed 30ft.

STR DEX CON INT WIS CHA
15 (+3) 14 (+2) 16 (+3) 10 (+0) 13 (+2) 14 (+2)

  • Senses Passive Perception 11
  • Languages Primordial
  • Challenge 1/2

Balloon Drift The Octopus grabs the Largest vehicle or Creature and inflates to huge size. The target begins to glide dowards at a slow pace and can move 2 ft. horizontally for every one foot down.


Humandrill

Medium Beast, Neutral


  • Armor Class 16
  • Hit Points 55(10d10 + 5)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 14 (+2) 9 (+0) 8 (-1)

  • Condition Immunities Fear
  • Senses Passive Perception 10
  • Languages Primordial
  • Challenge 10

Pack Tactics. The Humandrill has advantage on an Attack roll against a creature if at least one of the Humadrill's allies is within 5 ft. of the creature and the ally isn't Incapacitated.

Copy Cat Fighting. Humandrill can use any fighting style that its opponents use in combat.

Multi-Attack. Humandrill uses 2 weapon attacks on their turn.

Actions

Weapon Attack. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (1d8 + 4)


Mountain God Boar

Gargantuan Boar, Neutral Evil


  • Armor Class 16
  • Hit Points 130(2d100 + 30)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+3) 6(-2) 8 (-1) 7 (-2)

  • Condition Immunities Stunned
  • Senses passive Perception 17
  • Languages Gibberish
  • Challenge 18

Trample. When the Mountain God Boar moves every Creature in its path must make a Dexterity saving throw or take 4d12 bludgeoning damage, half on a save.

Actions

Tusk Melee Weapon Attack: +14 to hit, reach 30 ft. Any creature in a 10ft radius Hit: 60 (6d12 +15) piercing damage.


Flying Fish

Large Beast, Lawful Good


  • Armor Class 16
  • Hit Points 53(5d10 + 3)
  • Speed 80ft. Swimming and Flying

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 14 (+2) 6 (-2) 6(-2) 8 (-1)

  • Senses passive Perception 10
  • Languages Primordial
  • Challenge 1

Flyby. Flying Fish doesn't provoke Attack of Opportunity when leaving an enemy's reach.

Loyal. If the Rider is knocked off or knocked unconscious Flying Fish will flee with their Rider.

Actions

Anchor Drop. Ranged Weapon Attack: +5 to hit one target. Hit 10 (3d6 + 3)(Reload 5-6)



Flying Fish Riders

Human, Lawful Evil


  • Armor Class 12
  • Hit Points 18(3d10 + 3)
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 8 (-1) 10(0) 8 (-1)

  • Senses passive Perception 12
  • Languages Common
  • Challenge 3

Mount. If Flying Fish Riders are not mounted they spend no movement mounting the Flying Fish. Flying Fish Riders and Flying Fish gain Advantage on Dexterity Saving throws while mounted.

Multiattack Flying Fish Riders can do one Harpoon Gun and one Weapon Attack every turn.

Actions

Harpoon Gun. Ranged Weapon Attack: +5 to hit, 100ft. range, one target. Hit 10 (3d6 + 3)

Weapon Attack. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (1d8 + 4)


Yagara Bulls

Large Beast, Lawful Good


  • Armor Class 11
  • Hit Points 13(2d10 + 3)
  • Speed Swimming 50ft.

STR DEX CON INT WIS CHA
13 (+2) 16 (+3) 16 (+3) 8 (-1) 7 (-1) 12 (+1)

  • Senses passive Perception 6
  • Languages Primordial
  • Challenge 1/4

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7(2d4 + 3) bludgeoning damage.


Yagara Bulls King

Gargantuan Beast, Lawful Good


  • Armor Class 11
  • Hit Points 65(12d10 + 5)
  • Speed 20ft. Swimming 50ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 20 (+5) 8 (-1) 7 (-1) 12 (+1)

  • Senses passive Perception 6
  • Languages Primordial
  • Challenge 1/4

Actions

Stomp. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 17(3d8 + 5) bludgeoning damage.


Pacifista

Huge, Construct, Neutral


  • Armor Class 22
  • Hit Points 130 (2d100 + 30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 24 (+7) 10 (+0) 10 (+0) 14 (+2)

  • Condition Immunities Poison, Charm, Sleep
  • Senses passive Perception 12
  • Challenge 18

Multiattack Pacifista can attack with any two combinations of Steel Driver or Hand Beam. Otherwise he just uses one Mouth Beam

Actions

Steel Driver. Melee Attack: +7 to hit, reach 10ft., one target. Hit 17 (2d10 + 7) bludgeoning.

Hand Beam. Ranged Weapon Attack: +5 to hit, reach 120ft., one target. Hit 11 (2d8 + 3) Radiant

Mouth Beam. Ranged Weapon Attack: +5 to hit, reach 120ft., one target. Hit 19 (3d10 + 3) Radiant